Latest revision as of 23:29, September 1, 2010

Contents

Vehicles are simple, 2D images (called "sprites") which are stored in the .gry and .g24 file archives for each level. Most vehicles use small graphical overlays (called "deltas") to apply damage to vehicles, as well as represent door animations. All their performance settings are also contained in these files, as well as the index for which engine sound they will use.

Engine sounds are stored in the .raw files, which are indexed via the .sdt files.

Vehicles are 3D models with thousands of polygons (*.dff) and using textures approaching one megapixel in size (*.txd), both of which are stored in the "gta3.img" file archive. In addition to these visual formats, vehicles use an additional collision model which is stored in the "vehicles.col" collision dictionary.

Many aspects of vehicle performance and behaviour are stored in text data files, such as the "handling.cfg" file, as well as various files which set the type of pedestrians which will use each vehicle.

Uses very similar technology and formats to GTA3. Vehicle visual models, textures, collision models and behaviour use almost identical formats and filenames to GTA3. There are some significant changes to vehicle performance (handling.cfg) with a new "SuspensionAntiDive" parameter and whole new sections for Boat data, Bike data and Flying data.

Is based on GTAVC technology but makes a lot of significant changes. Visual models are now combined with collision models and the capabilities of collision models are extended to include "shadow meshes". Vehicle perfomance sees a major overhaul with a heavily revised physics and animation engine, as well as some major changes to relevant file formats (such as handling.cfg).